Disclaimer: lots could be wrong, literal first time playing, just trying to get some impressions out there.
Alright, just played Mewtwo for the first time in PM.
In a word... Sleek.
Mewtwo is faster than ever, his combo game is more strong than it's ever been, and executing it all is so satisfying.
I'll admit that when I first watched the trailer I thought a few of his animations looked really jerky, but, turns out, that was ALL just Youtube/video editing. If you were like me and thought his animations were any less than astounding, you were sadly mistaken. On a CRT, with your controller in hands, he flows perfectly! He was meant for this game and engine!
There's just so much to say about him... I guess I'll start with the exciting stuff.
Teleport: Fast, efficient, surprising every time. Mewtwo can dash dance really far away from someone, then teleport in and fair on the back of their shield, the front, or just try to catch all with a nair. Doing so feels very, very good. You can go behind someone and bair them, and that probably got me the most hits, especially with how good bair is now. Teleport is still as good as it ever was off stage, and, just like Melee, I was stealing plenty of cookies. I still only got to play with him for a handful of hours, so I'm not too precise with it yet, but I did get quite a few extended combos with this new tool.
Despite what you may expect, this move doesn't counter zoners in the slightest. Mewtwo has a very, very tough time against Snake, Ivy, and Toon Link type characters, and there's so little he can do about it except wait... like you had to in Melee. You can't ride on teleport to fix match ups, it isn't that good. I would suggest that you do keep a counter pick handy, but these match ups are not impossible at all, just very hard.
Bonus: teleport>confusion is so fun, and they can't even shield it!
Hover/float/Peach thing but better: Floating is so, so odd. This move alone makes Mewtwo2 feel so different than Melee Mewtwo, and easily separates them in my head as two very, very different characters. This is both a very good and very sad thing, but, no matter, I'm happy with the change in feeling. In the small amount of time I didn't get to work on this near as much as I wanted to. It's clear that it's a powerful asset, on stage and off, I just don't have the psychic powers to control it. From the ledge you can hover, then fade away and down and bair whoever's recovering, then bloop your way back up. So easy, so free, at least of what I saw of it... I still don't have that much control. It feels very awkward, and pressing down and Y, then keeping the analog stick in place to float was just... scary. I always held down and messed it up, and was too busy trying to absorb everything else.
Second jump: GOOD NEWS, doing bair/other aerials at the end of your second jump still gives you extra lift! Yaaaayyy
Uair: This move surprised me the most out of everything new for him. I still don't understand it, but I like it. It has more range due to the bigger tail, but there's so much more. It's hit box starts out almost all the way in front of him, and ends up way behind him. It reaches like Falcon's but possibly even farther.
Now, what really got me about this move beyond the amazing range and span of it (and speed, but it's always been fast) is that, kind of like Pikachu's, this tail hit sends in a bunch of different directions. Sometimes forward, sometimes upward. Sadly, I don't know what hits where at this point, but I know that this move is super, super important, and will be even more so in the future.
More info on where it hits from what hitbox would be helpful.
D-smash: Old d-smash was only two active frames, and reached a little bit under the stage. New one has a bigger hit box, I /think/ might be stronger, and, here's the kicker(pun intended), it's practically a sex kick. I wouldn't be surprised if it has like 15 active frames. I traded d-smash with Marth SO many times with it's new duration and range, it blew my mind how I could throw it out and watch the hitbox stay out as it dissipates. It's pretty damn deceptive, honestly, and that makes it all the better.
Confusion: :3 Bringing people under stages is still super easy and fun, got a few kills this way, especially with how it bounces them against the top of the stage due to how it throws now. On stage this move is very interesting. Against some characters it seems like a fair follow up is guaranteed, but I'm not sure. It's faster than I thought it'd be, and sends at a perfect comboing angle. I got a few d-throw>confusion>confusion's.
Disable: Seems to have more range and is faster, but I'm not sure, tech chasing with it is still fun as hell, and M2's new f-throw made grabbing afterwards a not-bad idea!
Shadow Ball: This is the most disappointing thing about Mewtwo2. It's faster, yeah... but when you're hit out of throwing it, you don't get to keep the charge like you used to. And I miss how slow it used to be, it had it's uses at that speed. Least favorite change by far, but I have no room to complain.
Fair: SO MUCH RANGE, SAME AMAZING POWER. Wish the animation for it was a bit more exciting, though, it seems so barren.
Nair: more range makes it an even better and more disjointed off stage moves, and on stage. The new range allows teleport>nair to be a nice option for flying in and wanting to get hits/start pressure. It feels so good to hover>nair.
Bair: It's a really, really good move! He really sticks his tail out there and shakes it around, and with the new tinier tail hitbox it's a lot more safe on shields. Apparently hover cancelled bairs are perfectly safe and very fast/strong.
Jab: So, Mewtwo's original jab was awful. Slow, only one frame, and came out on frame seven. Now... it's fast, stays out way longer, and, like Shiek, can double jab. Jab>jab>rapid jabs is the string IIRC. It is amazing for shield pressure, and I constantly mixed in the jab/jabs with d-tilts, fairs, uairs, nairs, and whatever else I pressured shields with. This jab really caught me off guard and gives Mewtwo's close game a huge boost.
d-tilt: Everyone here should know that the old d-tilt was possibly old M2's best move. New d-tilt is even better, and with MORE range.
f-tilt: same as d-tilt, but now it's so much stronger. I used it to kill spacies off stage with a tail poke, and I think it can work well to start a tech chase/edge guard/or can work as a jab follow up.
u-tilt: Like uair, it hits in all the right directions, and even stronger than before, sweet spots and all, along with even more range. Very, very useful.
u-smash: Not sure what's really changed about it, other than a possible strength increase. It seemed like it was harder to SDI out of, but I'm not sure. It sure caught me out of teleports in some Mewtwo dittos, though...
f-smash: May have more range? Still a powerhouse, great move.
f-throw: I'm not sure how good it truly is. It's way better than what it used to be... but it sends too high to kill off the sides or start much of an edge guard, and is far too week to be a proper killing move. I'm not sure how to use it yet. It sure takes a really long time for the awesome animation to go.
uthrow,dthrow,bthrow: Same, wonderful moves as before. Never change <3
Down taunt is his Melee taunt, and that's the one you can taunt cancel, which sounds really, really funny when done over and over. This is important.
Teleport and hovering doesn't make Mewtwo feel like he doesn't belong in the game, it feels like he was the Mufasa of movement, and was banished by those who weren't as good as he. But now, now he's back, and even more worthy to be what he was always meant to be. Mew2king.